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texture_cache: Avoid matches in 3D textures
Code before this commit was trying to match 3D textures with another target. Fix that.
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commit
bfda5ff3f6
1 changed files with 11 additions and 8 deletions
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@ -721,7 +721,6 @@ private:
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std::pair<TSurface, TView> GetSurface(const GPUVAddr gpu_addr, const CacheAddr cache_addr,
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const SurfaceParams& params, bool preserve_contents,
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bool is_render) {
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// Step 1
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// Check Level 1 Cache for a fast structural match. If candidate surface
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// matches at certain level we are pretty much done.
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@ -733,10 +732,13 @@ private:
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return RecycleSurface(overlaps, params, gpu_addr, preserve_contents,
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topological_result);
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}
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const auto struct_result = current_surface->MatchesStructure(params);
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if (struct_result != MatchStructureResult::None &&
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(params.target != SurfaceTarget::Texture3D ||
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current_surface->MatchTarget(params.target))) {
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if (struct_result != MatchStructureResult::None) {
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const auto& old_params = current_surface->GetSurfaceParams();
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const bool not_3d = params.target != SurfaceTarget::Texture3D &&
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old_params.target != SurfaceTarget::Texture3D;
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if (not_3d || current_surface->MatchTarget(params.target)) {
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if (struct_result == MatchStructureResult::FullMatch) {
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return ManageStructuralMatch(current_surface, params, is_render);
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} else {
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@ -744,6 +746,7 @@ private:
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}
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}
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}
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}
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// Step 2
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// Obtain all possible overlaps in the memory region
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